Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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using System;
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using System.Diagnostics.CodeAnalysis;
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using static PKHeX.Core.LearnMethod;
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using static PKHeX.Core.LearnEnvironment;
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namespace PKHeX.Core;
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/// <summary>
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/// Exposes information about how moves are learned in <see cref="PLA"/>.
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/// </summary>
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public sealed class LearnSource8LA : ILearnSource
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{
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public static readonly LearnSource8LA Instance = new();
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private static readonly PersonalTable8LA Personal = PersonalTable.LA;
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private static readonly Learnset[] Learnsets = Legal.LevelUpLA;
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private const int MaxSpecies = Legal.MaxSpeciesID_8a;
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private const LearnEnvironment Game = PLA;
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2022-08-27 19:53:30 +00:00
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public Learnset GetLearnset(ushort species, byte form) => Learnsets[Personal.GetFormIndex(species, form)];
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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2022-08-27 19:53:30 +00:00
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public bool TryGetPersonal(ushort species, byte form, [NotNullWhen(true)] out PersonalInfo? pi)
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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{
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pi = null;
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if ((uint)species > MaxSpecies)
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return false;
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pi = Personal[species, form];
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return true;
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}
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2022-08-27 06:43:36 +00:00
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public MoveLearnInfo GetCanLearn(PKM pk, PersonalInfo pi, EvoCriteria evo, ushort move, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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{
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if (types.HasFlagFast(MoveSourceType.LevelUp))
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{
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var learn = GetLearnset(evo.Species, evo.Form);
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var level = learn.GetLevelLearnMove(move);
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if (level != -1 && level <= evo.LevelMax)
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return new(LevelUp, Game, (byte)level);
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}
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if (types.HasFlagFast(MoveSourceType.Machine) && GetIsMoveShop(pi, move))
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return new(TMHM, Game);
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if (types.HasFlagFast(MoveSourceType.EnhancedTutor) && GetIsEnhancedTutor(evo, pk, move, option))
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return new(Tutor, Game);
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return default;
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}
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2022-08-27 06:43:36 +00:00
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private static bool GetIsEnhancedTutor(EvoCriteria evo, ISpeciesForm current, ushort move, LearnOption option) => evo.Species is (int)Species.Rotom && move switch
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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{
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(int)Move.Overheat => option == LearnOption.AtAnyTime || current.Form == 1,
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(int)Move.HydroPump => option == LearnOption.AtAnyTime || current.Form == 2,
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(int)Move.Blizzard => option == LearnOption.AtAnyTime || current.Form == 3,
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(int)Move.AirSlash => option == LearnOption.AtAnyTime || current.Form == 4,
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(int)Move.LeafStorm => option == LearnOption.AtAnyTime || current.Form == 5,
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_ => false,
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};
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2022-08-27 06:43:36 +00:00
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private static bool GetIsMoveShop(PersonalInfo pi, ushort move)
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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{
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2022-08-27 06:43:36 +00:00
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var index = Legal.MoveShop8_LA.AsSpan().IndexOf(move);
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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if (index == -1)
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return false;
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return pi.SpecialTutors[0][index];
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}
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public void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types = MoveSourceType.All)
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{
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if (!TryGetPersonal(evo.Species, evo.Form, out var pi))
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return;
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if (types.HasFlagFast(MoveSourceType.LevelUp))
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{
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var learn = GetLearnset(evo.Species, evo.Form);
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(bool hasMoves, int start, int end) = learn.GetMoveRange(evo.LevelMax);
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if (hasMoves)
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{
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var moves = learn.Moves;
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for (int i = end; i >= start; i--)
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result[moves[i]] = true;
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}
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}
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if (types.HasFlagFast(MoveSourceType.Machine))
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{
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var flags = pi.SpecialTutors[0];
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var moves = Legal.MoveShop8_LA;
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for (int i = 0; i < moves.Length; i++)
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{
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if (flags[i])
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result[moves[i]] = true;
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}
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}
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if (types.HasFlagFast(MoveSourceType.EnhancedTutor))
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{
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var species = evo.Species;
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if (species is (int)Species.Rotom && evo.Form is not 0)
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result[MoveTutor.GetRotomFormMove(evo.Form)] = true;
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}
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}
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}
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